VGfallout Posted May 19, 2010 Share Posted May 19, 2010 (edited) what if the only thing being scaled is the main model file, like the one holding the UV info im almost certain there is a collision/phys counter part to the items, or at least the characters, my guess would be that the game is somehow trying to match up attack radius/hitbox info and has an invalid/missing "physics object"? s[elling errors Edited May 19, 2010 by veteran_gamer Link to comment Share on other sites More sharing options...
DarkeWolf Posted May 19, 2010 Share Posted May 19, 2010 This is my theory- that the creature is either so small or so large, that it's point of target (lack of proper term) is either so high, or so low, that it can't be hit.For example- Dragons when in flight (from DAA). They can still be targeted when they take off from the ground, and can still be attacked by spells, or bows/xbows, but not by swordslingers. Because their targeting reference (again, lack of proper term) is at such a Y (height, either tall, or low) level that the weapon can't reach them. Now, unfortunately.... I dont know where that targeting marker IS, for a dragon (or other enemy for that matter) but I'm GUESSING that it can be adjusted, as the game designers did it on dragons originally. Link to comment Share on other sites More sharing options...
dragonagefun Posted May 20, 2010 Author Share Posted May 20, 2010 This is my theory- that the creature is either so small or so large, that it's point of target (lack of proper term) is either so high, or so low, that it can't be hit.For example- Dragons when in flight (from DAA). They can still be targeted when they take off from the ground, and can still be attacked by spells, or bows/xbows, but not by swordslingers. Because their targeting reference (again, lack of proper term) is at such a Y (height, either tall, or low) level that the weapon can't reach them. Now, unfortunately.... I dont know where that targeting marker IS, for a dragon (or other enemy for that matter) but I'm GUESSING that it can be adjusted, as the game designers did it on dragons originally. I solved the melee problem! It took me forever to figure it out, since there was absolutely no posts about such a specific problem. Essentially, to get the creature scaling to work in the toolset, you have to modify the Apr_Base.gda and Head.gda. When editing the 2DA files, make sure you don't work with the originals. Just open the original and save a copy of it somewhere else (to your desktop for example) under modified name. For example, Apr_Base_Mod.gda. Apr_Base controls everything to do with creatures. If you scaled something to 3x the size, you'll have to make sure to scale quite a few columns by x3. I can't recall off the top of my head which column you need to scale, but its quit a bit. Make sure to read the column description and see if the description sounds like something you need to scale. Usually anything dealing with "height, width, range, etc..." need to be scaled. In my example, I scaled the High-Dragon by 3x the size. So when I open Apr_Base.gda, I find the ROW for High-dragon, copy it to the bottom of the sheet, and give that row a different ID. In my example, i used ID 150. Then scroll right, and change values by x3 where you need. Experiment. Head.gda is obviously the dragon's resized head. When you first open, look at the bottom of the Excel file, and you'll see a bunch of tabs. Click on the tab you need, in my case, I clicked on Dragon. Copy and paste a new column for your resized head, and modify the file name. Lastly, to FIX the melee problem (this part took me a good 5 hours to figure out on my own), you also have to edit the file called MeleeRing.Gda. Just like above, open/save a new copy of the original file. Copy an existing row, and change all the values to reflect your new creature scale. After you have modified all the files, put them into a folder you can find. Next, you need to find a file called ExcelProcessor in your computer (in the c:/program file/ dragon age) sub-folders. Copy ExcelProcessor to the folder where you have all your scaled creature saved, along with all the modified .GDA. Now, DRAG & DROP each of the excel files (apr_base, head, meleering, or whichever one you modify) on top of the ExcelProcessor file, and it will compile the file into a .GDA file which the game can now read. Delete whatever files you don't need, copy the entire folder to your override folder (c:/Documents/Dragon Age.) The toolset should now recognize =) It's a handful and quite daunting for me yesterday. Took me countless hours of editing, restarting, etc... to figure it all out. But its totally worth it. Check out my adventure module on this website called "Temple of Vulak". You'll see the resized creatures in action =P I hope that helps. Let me know if you need a better explanation. Link to comment Share on other sites More sharing options...
VGfallout Posted May 21, 2010 Share Posted May 21, 2010 (edited) no no sir not at all, that was perfect, you get extra props for having the patience to troubleshoot/trial&errorim in the apr_base.xls and everything is as you described and makes perfect sense very useful indeed, well done my friend, thanks edit:kudos'd ;] Edited May 21, 2010 by veteran_gamer Link to comment Share on other sites More sharing options...
DarkeWolf Posted May 21, 2010 Share Posted May 21, 2010 Very, very, VERY nice find and share DAfun. You should put it in an article, for folks to find easier! :wink:Indeed. Kudos given for all the hard work and perseverance. Link to comment Share on other sites More sharing options...
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